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package engine
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import (
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"fmt"
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"image"
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"strings"
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"drjosh.dev/gurgle/geom"
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"github.com/hajimehoshi/ebiten/v2"
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)
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var _ interface {
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Drawer
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DrawManager
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Hider
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Prepper
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Registrar
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Scanner
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Updater
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} = &DrawDAG{}
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// DrawDAG is a DrawLayer that organises DrawBoxer descendants in a directed
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// acyclic graph (DAG), in order to draw them according to ordering constraints.
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// It combines a DAG with a spatial index used when updating vertices to reduce
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// the number of tests between components.
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type DrawDAG struct {
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ChunkSize int
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Child interface{}
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Hides
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*dag
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boxCache map[DrawBoxer]geom.Box // used to find components that moved
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chunks map[image.Point]drawerSet // chunk coord -> drawers with bounding rects intersecting chunk
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chunksRev map[DrawBoxer]image.Rectangle // comopnent -> rectangle of chunk coords
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game *Game
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}
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// Draw draws everything in the DAG in topological order.
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func (d *DrawDAG) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
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if d.Hidden() {
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return
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}
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// Hiding a parent component should hide the child objects, and the
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// transform applied to a child should be the cumulative transform of all
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// parents as well.
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// cache memoises the results for each component.
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type state struct {
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hidden bool
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opts ebiten.DrawImageOptions
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}
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cache := map[interface{}]state{
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d: {
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hidden: false,
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opts: *opts,
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},
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}
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// Draw everything in d.dag, where not hidden (itself or any parent)
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// TODO: handle descendant DrawLayers
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d.dag.topWalk(func(x Drawer) {
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// Is d hidden itself?
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if h, ok := x.(Hider); ok && h.Hidden() {
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cache[x] = state{hidden: true}
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return // skip drawing
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}
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// Walk up game tree to find the nearest state in cache.
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var st state
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stack := []interface{}{x}
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for p := d.game.Parent(x); p != nil; p = d.game.Parent(p) {
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if s, found := cache[p]; found {
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st = s
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break
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}
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stack = append(stack, p)
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}
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// Unwind the stack, accumulating state along the way.
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for i := len(stack) - 1; i >= 0; i-- {
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p := stack[i]
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if h, ok := p.(Hider); ok {
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st.hidden = st.hidden || h.Hidden()
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}
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if st.hidden {
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cache[p] = state{hidden: true}
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continue
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}
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// p is not hidden, so compute its cumulative opts.
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if tf, ok := p.(Transformer); ok {
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st.opts = concatOpts(tf.Transform(), st.opts)
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}
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cache[p] = st
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}
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// Skip drawing if hidden.
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if st.hidden {
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return
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}
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x.Draw(screen, &st.opts)
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})
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}
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// exists to satisfy interface
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func (DrawDAG) ManagesDrawingSubcomponents() {}
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// Prepare adds all subcomponents to the DAG.
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func (d *DrawDAG) Prepare(game *Game) error {
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d.dag = newDAG()
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d.boxCache = make(map[DrawBoxer]geom.Box)
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d.chunks = make(map[image.Point]drawerSet)
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d.chunksRev = make(map[DrawBoxer]image.Rectangle)
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d.game = game
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// Because Game.LoadAndPrepare calls Prepare in a post-order walk, all the
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// descendants should be prepared, meaning BoundingBox (hence Register) is
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// likely to be a safe call.
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return d.Register(d, nil)
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}
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// Scan visits d.Child.
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func (d *DrawDAG) Scan(visit func(interface{}) error) error {
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return visit(d.Child)
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}
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// Update checks for any changes to descendants, and updates its internal
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// data structures accordingly.
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func (d *DrawDAG) Update() error {
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// Re-evaluate bounding boxes for all descendants. If a box has changed,
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// fix up the edges by removing and re-adding the vertex.
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// Thanks once again to postorder traversal, this happens after all
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// descendant updates.
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var readd []DrawBoxer
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for db, bb := range d.boxCache {
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nbb := db.BoundingBox()
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if bb != nbb {
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d.Unregister(db)
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readd = append(readd, db)
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}
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}
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for _, db := range readd {
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d.Register(db, nil)
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}
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return nil
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}
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// Register recursively registers compponent and all descendants that are
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// DrawBoxers into internal data structures (the DAG, etc) unless they are
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// descendants of a different DrawManager.
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func (d *DrawDAG) Register(component, _ interface{}) error {
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// *Don't* register the component if it is inside a descendant DrawManager.
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// These queries work because component should be registered in game before
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// this call.
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for dm := range d.game.Query(d, DrawManagerType) {
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if dm == d {
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continue
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}
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dbs := d.game.Query(dm, DrawBoxerType)
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if _, found := dbs[component]; found {
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return nil
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}
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}
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if db, ok := component.(DrawBoxer); ok {
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d.registerOne(db)
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}
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if _, ok := component.(DrawManager); ok && component != d {
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return nil
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}
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if sc, ok := component.(Scanner); ok {
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scv := func(x interface{}) error {
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return d.Register(x, nil)
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}
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return sc.Scan(scv)
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}
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return nil
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}
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// registerOne adds component and any needed edges to the DAG and chunk map.
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func (d *DrawDAG) registerOne(x DrawBoxer) {
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// Ensure vertex is present
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d.dag.addVertex(x)
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// Update the box cache
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xb := x.BoundingBox()
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d.boxCache[x] = xb
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// Update the reverse chunk map
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xbr := xb.BoundingRect(d.game.Projection)
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revr := image.Rectangle{
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Min: xbr.Min.Div(d.ChunkSize),
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Max: xbr.Max.Sub(image.Pt(1, 1)).Div(d.ChunkSize),
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}
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d.chunksRev[x] = revr
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// Find possible edges between x and items in the overlapping cells.
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// First, a set of all the items in those cells.
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cand := make(drawerSet)
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var p image.Point
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for p.Y = revr.Min.Y; p.Y <= revr.Max.Y; p.Y++ {
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for p.X = revr.Min.X; p.X <= revr.Max.X; p.X++ {
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cell := d.chunks[p]
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if cell == nil {
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cell = make(drawerSet)
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d.chunks[p] = cell
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}
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// Merge cell contents into cand
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for c := range cell {
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cand[c] = struct{}{}
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}
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// Add x to cell
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cell[x] = struct{}{}
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}
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}
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// Add edges between x and elements of cand
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πsign := d.game.Projection.Sign()
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for c := range cand {
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y := c.(DrawBoxer)
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// Bounding rectangle overlap test
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// No overlap, no edge.
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if ybr := y.BoundingBox().BoundingRect(d.game.Projection); !xbr.Overlaps(ybr) {
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continue
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}
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switch {
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case drawOrderConstraint(x, y, πsign):
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d.dag.addEdge(x, y)
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case drawOrderConstraint(y, x, πsign):
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d.dag.addEdge(y, x)
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}
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}
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}
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// Unregister unregisters the component and all subcomponents.
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func (d *DrawDAG) Unregister(component interface{}) {
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if db, ok := component.(DrawBoxer); ok {
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d.unregisterOne(db)
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}
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if _, ok := component.(DrawManager); ok && component != d {
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return
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}
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if sc, ok := component.(Scanner); ok {
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scv := func(x interface{}) error {
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d.Unregister(x)
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return nil
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}
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sc.Scan(scv)
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}
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}
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func (d *DrawDAG) unregisterOne(x DrawBoxer) {
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// Remove from chunk map
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revr := d.chunksRev[x]
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for j := revr.Min.Y; j <= revr.Max.Y; j++ {
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for i := revr.Min.X; i <= revr.Max.X; i++ {
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delete(d.chunks[image.Pt(i, j)], x)
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}
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}
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// Remove from reverse chunk map
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delete(d.chunksRev, x)
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// Remove from box cache
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delete(d.boxCache, x)
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// Remove from DAG
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d.dag.removeVertex(x)
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}
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// drawOrderConstraint reports if there is a draw ordering constraint between u
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// and v (where u must draw before v).
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func drawOrderConstraint(u, v DrawBoxer, πsign image.Point) bool {
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// Common logic for known interfaces (BoundingBoxer, ZPositioner), to
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// simplify DrawOrderer implementations.
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ub, vb := u.BoundingBox(), v.BoundingBox()
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if ub.Min.Z >= vb.Max.Z { // u is in front of v
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return false
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}
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if ub.Max.Z <= vb.Min.Z { // u is behind v
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return true
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}
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if πsign.X != 0 {
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if ub.Max.X*πsign.X <= vb.Min.X*πsign.X { // u is to the left of v
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return false
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}
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if ub.Min.X*πsign.X >= vb.Max.X*πsign.X { // u is to the right of v
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return true
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}
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}
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if πsign.Y != 0 {
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if ub.Max.Y*πsign.Y <= vb.Min.Y*πsign.Y { // u is above v
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return false
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}
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if ub.Min.Y*πsign.Y >= vb.Max.Y*πsign.Y { // u is below v
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return true
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}
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}
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// Ask the components themselves if they have an opinion
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if do, ok := u.(DrawOrderer); ok && do.DrawBefore(v) {
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return true
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}
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if do, ok := v.(DrawOrderer); ok && do.DrawAfter(u) {
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return true
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}
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// No relation
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return false
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}
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type drawerSet map[Drawer]struct{}
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2021-09-20 14:24:32 +10:00
|
|
|
func (s drawerSet) String() string {
|
|
|
|
var sb strings.Builder
|
|
|
|
sb.WriteString("{ ")
|
|
|
|
for x := range s {
|
|
|
|
fmt.Fprintf(&sb, "%v ", x)
|
|
|
|
}
|
|
|
|
sb.WriteString("}")
|
|
|
|
return sb.String()
|
|
|
|
}
|
|
|
|
|
2021-09-20 10:13:43 +10:00
|
|
|
type dag struct {
|
2021-09-20 14:24:32 +10:00
|
|
|
all drawerSet
|
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|
|
|
in, out map[Drawer]drawerSet
|
|
|
|
}
|
|
|
|
|
|
|
|
func newDAG() *dag {
|
|
|
|
return &dag{
|
2021-09-20 14:24:32 +10:00
|
|
|
all: make(drawerSet),
|
2021-09-20 10:13:43 +10:00
|
|
|
in: make(map[Drawer]drawerSet),
|
|
|
|
out: make(map[Drawer]drawerSet),
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-09-20 14:24:32 +10:00
|
|
|
func (d *dag) String() string {
|
|
|
|
var sb strings.Builder
|
|
|
|
sb.WriteString("digraph {\n")
|
|
|
|
for v, e := range d.out {
|
|
|
|
fmt.Fprintf(&sb, "%v -> %v\n", v, e)
|
|
|
|
}
|
|
|
|
sb.WriteString(" }\n")
|
|
|
|
return sb.String()
|
|
|
|
}
|
|
|
|
|
2021-09-20 10:13:43 +10:00
|
|
|
// addEdge adds the edge u-v in O(1).
|
|
|
|
func (d *dag) addEdge(u, v Drawer) {
|
2021-09-20 14:24:32 +10:00
|
|
|
d.all[u], d.all[v] = struct{}{}, struct{}{}
|
2021-09-20 10:13:43 +10:00
|
|
|
if d.in[v] == nil {
|
|
|
|
d.in[v] = make(drawerSet)
|
|
|
|
}
|
|
|
|
if d.out[u] == nil {
|
|
|
|
d.out[u] = make(drawerSet)
|
|
|
|
}
|
|
|
|
d.in[v][u] = struct{}{}
|
|
|
|
d.out[u][v] = struct{}{}
|
|
|
|
}
|
|
|
|
|
|
|
|
// removeEdge removes the edge u-v in O(1).
|
|
|
|
func (d *dag) removeEdge(u, v Drawer) {
|
|
|
|
delete(d.in[v], u)
|
|
|
|
delete(d.out[u], v)
|
|
|
|
}
|
|
|
|
|
2021-09-20 14:36:00 +10:00
|
|
|
// addVertex ensures the vertex is present, even if there are no edges.
|
|
|
|
func (d *dag) addVertex(v Drawer) {
|
|
|
|
d.all[v] = struct{}{}
|
|
|
|
}
|
|
|
|
|
2021-09-20 10:13:43 +10:00
|
|
|
// removeVertex removes all in and out edges associated with v in O(degree(v)).
|
|
|
|
func (d *dag) removeVertex(v Drawer) {
|
|
|
|
for u := range d.in[v] {
|
2021-09-20 15:52:44 +10:00
|
|
|
d.removeEdge(u, v)
|
2021-09-20 10:13:43 +10:00
|
|
|
}
|
|
|
|
for w := range d.out[v] {
|
2021-09-20 15:52:44 +10:00
|
|
|
d.removeEdge(v, w)
|
2021-09-20 10:13:43 +10:00
|
|
|
}
|
2021-09-20 14:24:32 +10:00
|
|
|
delete(d.all, v)
|
2021-09-20 10:13:43 +10:00
|
|
|
}
|
|
|
|
|
2021-09-21 15:17:59 +10:00
|
|
|
// topWalk visits each vertex in topological order, in time O(|V| + |E|) and
|
2021-09-20 10:13:43 +10:00
|
|
|
// O(|V|) temporary memory.
|
2021-09-21 15:17:59 +10:00
|
|
|
func (d *dag) topWalk(visit func(Drawer)) {
|
|
|
|
// Count indegrees - indegree(v) = len(d.in[v]) for each vertex v.
|
2021-09-20 10:13:43 +10:00
|
|
|
// If indegree(v) = 0, enqueue. Total: O(|V|).
|
|
|
|
queue := make([]Drawer, 0, len(d.in))
|
|
|
|
indegree := make(map[Drawer]int)
|
2021-09-20 14:24:32 +10:00
|
|
|
for u := range d.all {
|
|
|
|
// NB: zero indegree vertices may be missing from d.in
|
|
|
|
e := d.in[u]
|
2021-09-20 10:13:43 +10:00
|
|
|
if len(e) == 0 {
|
|
|
|
queue = append(queue, u)
|
|
|
|
} else {
|
|
|
|
indegree[u] = len(e)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Visit every vertex (O(|V|)) and decrement indegrees for every out edge
|
|
|
|
// of each vertex visited (O(|E|)). Total: O(|V|+|E|).
|
|
|
|
for len(queue) > 0 {
|
|
|
|
u := queue[0]
|
|
|
|
visit(u)
|
|
|
|
queue = queue[1:]
|
|
|
|
|
|
|
|
// Decrement indegree for all out edges, and enqueue target if its
|
|
|
|
// indegree is now 0.
|
|
|
|
for v := range d.out[u] {
|
|
|
|
indegree[v]--
|
|
|
|
if indegree[v] == 0 {
|
|
|
|
queue = append(queue, v)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|